All products featured on WIRED are independently selected by our editors. However, we may receive compensation from retailers and/or from purchases of products through these links.
Mark Cerny would like to get one thing out of the way right now: The videogame console that Sony has spent the past four years building is no mere upgrade.
Youâd have good reason for thinking otherwise. Sony and Microsoft both extended the current console generation via a mid-cycle refresh, with the Xbox One and PlayStation 4 spawning mini-sequels (the Xbox One X and PS4 Pro). âThe key question,â Cerny says, âis whether the console adds another layer to the sorts of experiences you already have access to, or if it allows for fundamental changes in what a game can be.â
The answer, in this case, is the latter. Itâs why weâre sitting here, secreted away in a conference room at Sonyâs headquarters in Foster City, California, where Cerny is finally detailing the inner workings of the as-yet-unnamed console that will replace the PS4.
If history is any guide, it will eventually be dubbed the PlayStation 5. For now, Cerny responds to that questionâand many othersâwith an enigmatic smile. The ânext-gen console,â as he refers to it repeatedly, wonât be landing in stores anytime in 2019. A number of studios have been working with it, though, and Sony recently accelerated its deployment of devkits so that game creators will have the time they need to adjust to its capabilities.
As he did with the PS4, Cerny acted as lead system architect for the coming system, integrating developersâ wishes and his own gaming hopes into something thatâs much more revolution than evolution. For the more than 90 million people who own PS4s, that's good news indeed. Sonyâs got a brand-new box.
A true generational shift tends to include a few foundational adjustments. A consoleâs CPU and GPU become more powerful, able to deliver previously unattainable graphical fidelity and visual effects; system memory increases in size and speed; and game files grow to match, necessitating larger downloads or higher-capacity physical media like discs.
PlayStationâs next-generation console ticks all those boxes, starting with an AMD chip at the heart of the device. (Warning: some alphabet soup follows.) The CPU is based on the third generation of AMDâs Ryzen line and contains eight cores of the companyâs new 7nm Zen 2 microarchitecture. The GPU, a custom variant of Radeonâs Navi family, will support ray tracing, a technique that models the travel of light to simulate complex interactions in 3D environments. While ray tracing is a staple of Hollywood visual effects and is beginning to worm its way into high-end processors and Nvidia's recently announced RTX line, no game console has been able to manage it. Yet.
Ray tracingâs immediate benefits are largely visual. Because it mimics the way light bounces from object to object in a scene, reflective surfaces and refractions through glass or liquid can be rendered much more accurately, even in real time, leading to heightened realism. According to Cerny, the applications go beyond graphic implications. âIf you wanted to run tests to see if the player can hear certain audio sources or if the enemies can hear the playersâ footsteps, ray tracing is useful for that,â he says. âIt's all the same thing as taking a ray through the environment.â
The AMD chip also includes a custom unit for 3D audio that Cerny thinks will redefine what sound can do in a videogame. âAs a gamer,â he says, âit's been a little bit of a frustration that audio did not change too much between PlayStation 3 and PlayStation 4. With the next console the dream is to show how dramatically different the audio experience can be when we apply significant amounts of hardware horsepower to it.â
The result, Cerny says, will make you feel more immersed in the game as sounds come at you from above, from behind, and from the side. While the effect will require no external hardwareâit will work through TV speakers and virtual surround soundâhe allows that the âgold standardâ will be headphone audio.
One of the words Cerny uses to describe the audio may be a familiar to those who follow virtual reality: presence, that feeling of existing inside a simulated environment. When he mentions it, I ask him about PlayStation VR, the peripheral system that has sold more than 4 million units since its 2016 release. Specifically, I ask if there will be a next-gen PSVR to go alongside this next console. âI won't go into the details of our VR strategy today,â he says, âbeyond saying that VR is very important to us and that the current PSVR headset is compatible with the new console.â
So. New CPU, new GPU, the ability to deliver unprecedented visual and audio effects in a game (and maybe a PSVR sequel at some point). Thatâs all great, but thereâs something else that excites Cerny even more. Something that he calls âa true game changer,â something that more than anything else is âthe key to the next generation.â Itâs a hard drive.
The larger a game getsâlast yearâs Red Dead Redemption 2 clocked in at a horse-choking 99 gigabytes for the PS4âthe longer it takes to do just about everything. Loading screens can last minutes while the game pulls what it needs to from the hard drive. Same goes for âfast travel,â when characters transport between far-flung points within a game world. Even opening a door can take over a minute, depending on whatâs on the other side and how much more data the game needs to load. Starting in the fall of 2015, when Cerny first began talking to developers about what theyâd want from the next generation, he heard it time and time again: I know itâs impossible, but can we have an SSD?
Solid-state drives have been available in budget laptops for more than a decade, and the Xbox One and PS4 both offer external SSDs that claim to improve load times. But not all SSDs are created alike. As Cerny points out, âI have an SSD in my laptop, and when I want to change from Excel to Word I can wait 15 seconds.â Whatâs built into Sonyâs next-gen console is something a little more specialized.
To demonstrate, Cerny fires up a PS4 Pro playing Spider-Man, a 2018 PS4 exclusive that he worked on alongside Insomniac Games. (Heâs not just an systems architect; Cerny created arcade classic Marble Madness when he was all of 19 and was heavily involved with PlayStation and PS2 franchises like Crash Bandicoot, Spyro the Dragon, and Ratchet and Clank.) On the TV, Spidey stands in a small plaza. Cerny presses a button on the controller, initiating a fast-travel interstitial screen. When Spidey reappears in a totally different spot in Manhattan, 15 seconds have elapsed. Then Cerny does the same thing on a next-gen devkit connected to a different TV. (The devkit, an early âlow-speedâ version, is concealed in a big silver tower, with no visible componentry.) What took 15 seconds now takes less than one: 0.8 seconds, to be exact.
Thatâs just one consequence of an SSD. Thereâs also the speed with which a world can be rendered, and thus the speed with which a character can move through that world. Cerny runs a similar two-console demonstration, this time with the camera moving up one of Midtownâs avenues. On the original PS4, the camera moves at about the speed Spidey hits while web-slinging. âNo matter how powered up you get as Spider-Man, you can never go any faster than this,â Cerny says, âbecause that's simply how fast we can get the data off the hard drive.â On the next-gen console, the camera speeds uptown like itâs mounted to a fighter jet. Periodically, Cerny pauses the action to prove that the surrounding environment remains perfectly crisp. (While the next-gen console will support 8K graphics, TVs that deliver it are few and far between, so weâre using a 4K TV.)
What else developers will be able to do is a question Cerny canât answer yet, because those developers are still figuring it all outâbut he sees the SSD as unlocking an entirely new age, one that upends the very tropes that have become the bedrock of gaming. âWe're very used to flying logos at the start of the game and graphic-heavy selection screens," he says, "even things like multiplayer lobbies and intentionally detailed loadout processes, because you don't want players just to be waiting."
At the moment, Sony wonât cop to exact details about the SSDâwho makes it, whether it utilizes the new PCIe 4.0 standardâbut Cerny claims that it has a raw bandwidth higher than any SSD available for PCs. Thatâs not all. âThe raw read speed is important,â Cerny says, âbut so are the details of the I/O [input-output] mechanisms and the software stack that we put on top of them. I got a PlayStation 4 Pro and then I put in a SSD that cost as much as the PlayStation 4 Proâit might be one-third faster." As opposed to 19 times faster for the next-gen console, judging from the fast-travel demo.
As youâve noticed, this is all hardware talk. Cerny isnât ready to chat about services or other features, let alone games and price, and neither is anyone at Sony. Nor will you hear much about the console at E3 in Juneâfor the first time, Sony wonât be holding a keynote at the annual games show. But a few more things come out during the course of our conversation. For example, the next-gen console will still accept physical media; it wonât be a download-only machine. Because itâs based in part on the PS4âs architecture, it will also be backward-compatible with games for that console. As in many other generational transitions, this will be a gentle one, with numerous new games being released for both PS4 and the next-gen console. (Where exactly Hideo Kojimaâs forthcoming title Death Stranding fits in that process is still unconfirmed. When asked, a spokesperson in the room repeated that the game would be released for PS4, but Cernyâs smile and pregnant pause invites speculation that it will in fact be a two-platform release.)
What gaming will look like in a year or two, let alone 10, is a matter of some debate. Battle-royale games have reshaped multiplayer experiences; augmented reality marries the fantastic and real in unprecedented ways. Google is leading a charge away from traditional consoles by launching a cloud-gaming service, Stadia, later this year. Microsoftâs next version of the Xbox will presumably integrate cloud gaming as well to allow people to play Xbox games on multiple devices. Sonyâs plans in this regard are still unclearâitâs one of the many things Cerny is keeping mum on, saying only that âwe are cloud-gaming pioneers, and our vision should become clear as we head toward launchââbut itâs hard to think there wonât be more news coming on that front.
For now, thereâs the living room. Itâs where the PlayStation has sat through four generationsâand will continue to sit at least one generation more.
- Our absolute favorite PS4 accessories and games
- The defiant, restorative joy of lurking online
- Is Facebookâs ad system hard-coded for discrimination?
- Want to build a better democracy? Ask Wikipedia how
- Hacker Eva Galperin has a plan to eradicate stalkerware
- UPS drones are moving blood samples over North Carolina
- ð Looking for the latest gadgets? Check out our latest buying guides and best deals all year round
- ð© Hungry for even more deep dives on your next favorite topic? Sign up for the Backchannel newsletter